topical media & game development
graphic-webgl-scenejs-examples-custom-shaders-colorTrans-custom-shaders-colortrans.js / js
/*
Custom fragment color transform shader example
Demonstrates the parameterised reuse of a custom shader via a shared node core.
More info on custom shaders:
http://scenejs.wikispaces.com/shader
http://scenejs.wikispaces.com/shaderParams
*/
SceneJS.createScene({
type: "scene",
id: "theScene",
canvasId: "theCanvas",
loggingElementId: "theLoggingDiv",
nodes: [
/*----------------------------------------------------------------------
* Library section containing a shader node which transforms outgoing
* fragment colour.
*
* The shader binds a custom functions into the SceneJS fragment shader
* to apply saturation, scale and addition operations to the outgoing
* fragment colour.
*
* The fog effect is configured by a set of uniforms, which the shader
* node exposes as parameters with default values.
*
* The shader is "instantiated" later in the scene by another shader
* which shares its node core.
*--------------------------------------------------------------------*/
{
type: "library",
nodes: [
{
type: "shader",
coreId: "colorTransShader",
shaders: [
/*----------------------------------------------------------------------
* Custom colour transform fragment shader
*--------------------------------------------------------------------*/
{
stage: "fragment",
code: [
/* Parameter uniforms
*/
"uniform bool colorTransEnabled;",
"uniform float colorTransSaturation;",
"uniform vec4 colorTransScale;",
"uniform vec4 colorTransAdd;",
/* Modifies fragment colour
*/
"vec4 colorTransPixelColorFunc(vec4 color) {",
" if (colorTransEnabled) {",
" if (colorTransSaturation < 0.0) {",
" float intensity = 0.3 * color.r + 0.59 * color.g + 0.11 * color.b;",
" color = vec4((intensity * -colorTransSaturation) + color.rgb * (1.0 + colorTransSaturation), 1.0);",
" }",
" color = (color * colorTransScale) + colorTransAdd;",
" }",
" return color;",
"}"
],
/* Bind our functions to hooks
*/
hooks: {
pixelColor: "colorTransPixelColorFunc"
}
}
],
/* Declare parameters and set default values
*/
params: {
colorTransEnabled: false, // Shader enabled/disabled
colorTransSaturation: 1.0, // Saturation in range of [0.0..1.0]
colorTransScale: [1.0, 1.0, 1.0, 1.0], // Scale factor [0.0..1.0] for each colour component
colorTransAdd: [0.0, 0.0, 0.0, 0.0] // Addition offset [-1.0..1.0] for each colour component
}
}
]
},
/*----------------------------------------------------------------------
* View and projection transforms
*--------------------------------------------------------------------*/
{
type: "lookAt",
eye : { x: 0.0, y: 10.0, z: 25 },
look : { y:1.0 },
up : { y: 1.0 },
nodes: [
{
type: "camera",
optics: {
type: "perspective",
fovy : 25.0,
aspect : 1.47,
near : 0.10,
far : 300.0
},
nodes: [
/*----------------------------------------------------------------------
* Lighting
*--------------------------------------------------------------------*/
{
type: "light",
mode: "dir",
color: { r: 1.0, g: 1.0, b: 1.0 },
diffuse: true,
specular: true,
dir: { x: 1.0, y: -0.5, z: -1.0 }
},
{
type: "light",
mode: "dir",
color: { r: 1.0, g: 1.0, b: 0.8 },
diffuse: true,
specular: false,
dir: { x: 0.0, y: -0.5, z: -1.0 }
},
/*----------------------------------------------------------------------
* Modelling transforms
*--------------------------------------------------------------------*/
{
type: "rotate",
id: "pitch",
angle: 0.0,
x : 1.0,
nodes: [
{
type: "rotate",
id: "yaw",
angle: 0.0,
y : 1.0,
nodes: [
/*----------------------------------------------------------------------
* Material properties
*--------------------------------------------------------------------*/
{
type: "material",
emit: 0,
baseColor: { r: 0.5, g: 0.5, b: 0.5 },
specularColor: { r: 0.9, g: 0.9, b: 0.9 },
specular: 0.7,
shine: 10.0,
alpha: 0.9,
nodes: [
/*----------------------------------------------------------------------
* Three teapots share the shader by instancing its node core, wrapping
* each teapot in a shaderParams node to set different parameters for
* the uniforms that are exposed by the shader as parameters.
*--------------------------------------------------------------------*/
// Instance the custom shader
{
type: "shader",
coreId: "colorTransShader",
nodes: [
// Set the shader's params
{
type: "shaderParams",
params: {
colorTransEnabled: true, // Shader enabled
colorTransSaturation: 1.0,
colorTransScale: [0.0, 1.0, 1.0, 1.0], // Cyan
colorTransAdd: [0.0, 0.0, 0.0, 0.0]
},
nodes: [
{
type: "translate",
x: -7.0,
nodes: [
{
type : "teapot"
}
]
}
]
}
]
},
/*----------------------------------------------------------------------
* Second teapot, wrapped in an instance of the shader, which is
* parameterised to make the teapot green
*--------------------------------------------------------------------*/
// Instance the custom shader
{
type: "shader",
coreId: "colorTransShader",
nodes: [
// Set the shader's params
{
type: "shaderParams",
params: {
colorTransEnabled: true, // Shader enabled
colorTransSaturation: 1.0,
colorTransScale: [1.0, 0.0, 1.0, 1.0], // Purple
colorTransAdd: [0.0, 0.0, 0.0, 0.0]
},
nodes: [
{
type: "translate",
x: 0.0,
nodes: [
{
type : "teapot"
}
]
}
]
}
]
},
/*----------------------------------------------------------------------
* First teapot, wrapped in an instance of the shader, which is
* parameterised to make the teapot blue
*--------------------------------------------------------------------*/
// Instance the custom shader
{
type: "shader",
coreId: "colorTransShader",
nodes: [
// Set the shader's params
{
type: "shaderParams",
params: {
colorTransEnabled: true, // Shader enabled
colorTransSaturation: 1.0,
colorTransScale: [1.0, 1.0, 0.0, 1.0], // Yellow
colorTransAdd: [0.0, 0.0, 0.0, 0.0]
},
nodes: [
{
type: "translate",
x: 7.0,
nodes: [
{
type : "teapot"
}
]
}
]
}
]
}
]
}
]
}
]
}
]
}
]
}
]
});
SceneJS.setDebugConfigs({
shading : {
logScripts : false,
validate: true
}
});
/*----------------------------------------------------------------------
* Scene rendering loop and mouse handler stuff follows
*---------------------------------------------------------------------*/
var scene = SceneJS.scene("theScene");
var pitchRotate = scene.findNode("pitch");
var yawRotate = scene.findNode("yaw");
var yaw = 0;
var pitch = 0;
var lastX;
var lastY;
var dragging = false;
var canvas = document.getElementById("theCanvas");
function mouseDown(event) {
lastX = event.clientX;
lastY = event.clientY;
dragging = true;
}
function mouseUp() {
dragging = false;
}
/* On a mouse drag, we'll re-render the scene, passing in
* incremented angles in each time.
*/
function mouseMove(event) {
if (dragging) {
yaw += (event.clientX - lastX) * 0.5;
pitch += (event.clientY - lastY) * 0.5;
yawRotate("yaw").set("angle", yaw);
pitchRotate.set("angle", pitch);
lastX = event.clientX;
lastY = event.clientY;
}
}
canvas.addEventListener('mousedown', mouseDown, true);
canvas.addEventListener('mousemove', mouseMove, true);
canvas.addEventListener('mouseup', mouseUp, true);
scene.start();
(C) Æliens
04/09/2009
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